bool specular;
bool normalmap;
bool shadow;
+ bool reflection;
bool transform;
StandardFeatures();
std::list<Shader *> owned_data;
bool linked;
std::map<std::string, UniformInfo> uniforms;
+ unsigned uniform_layout_hash;
public:
Program();
bool is_linked() const { return linked; }
std::string get_info_log() const;
void bind() const;
+ unsigned get_uniform_layout_hash() const { return uniform_layout_hash; }
int get_uniform_location(const std::string &) const;
static void unbind();